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      • 정보기술협정에 따른 파급효과 분석 : 산업별 실효관세율 접근방식을 중심으로 Effective Tariff Rate Approach

        장근호 홍익대학교 산업기술연구소 2000 産業技術 Vol.10 No.-

        WTO 정보기술협정(ITA)으로 인하여 386개 품목의 정보,전자 관련 품목의 관세 등이 2004년까지 무세화된다. ITA 품목의 교역액은 1998년 당시우리나라 수입액 중 18.9%에 달하는 비중으로 금액으로는 무려 24.7조원에 이르며 수출액은 37조원에 달하는 중요한 산업이다. 특히 ITA 산업은 무역흑자 산업이지만 대규모로 흑자를 내는 산업은 소수 품목에 한정되어 있는 반면 무역 적자는 상당수 품목에 소액으로 분산되어 있다. 연구결과에 따르면 특히 ITA로 인하여 피해를 입을 품목은 전기 및 전자산업이며 혜택을 입을 품목은 소비재 관련 산업이 될 것이다. 따라서 이 부문에 있어서 중간재 산업의 관세율을 조정하고 이외 다른 정책적 지원이 대부분의 ITA 효과가 발휘되는 2001년까지 고려되어야 한다. 이 경우 물론 균등관세율 기조가 흔들릴 수 있지만 부분적 세율조정이 불가피하다. 물론 ITA 사업이 고도의 기술이나 상당한 설비투자를 필요로 하는 산업으로 우리나라가 전 분야에서 비교우위를 갖기는 어렵다. 하지만 정보산업기술이 그 특성상 다품종, 소액생산으로 높은 부가가치를 창출하는 산업이며 일부 국내산업의 경우 성장잠재력이 뛰어나다는 점을 감안하면 산업정책이 이 부문에 집중될 수 있어야 한다. ITA에 따른 부정적 효과를 최소화하고 연후 관세정책을 포함한 여러 가지 종합적인 정책으로 이 부문을 육성할 수 있어야 한다. Because of the WTO ITA(Information Technology Agreement), 386 information and electronic products will be assessed 0%'tariff rate by the year of 2004. The 1998 trade share of Korea's ITA products was 18.9% and the size in won amounted to 24.7 trillion won for import and 27 trillion won for export. However, trade surplus products are concentrated in a few industries while trade deficit products are large in number with deficits were spread among various industries. According to this study, electric and electronic part industry will suffer from the ITA but consumer product industry will benefit from it. Therefore it is necessary to adjust tariff rates on these products and other policies need to be implemented to complement the ITA by the year of 2001 when the most of the effect of the ITA begin to be felt. In this case, the principle of equal tariff rate will be harmed but it seems inevitable for the sake of industrial policy. Of course, ITA industry is characterized by advanced technology and/or a large size of upstart investment and in this sense Korea cannot have a comparative advantage in all of the ITA products. However, ITA industry tends to be, by nature, high value added products some domestics seems to have a competitive edge over foreign firms. Thus, the Korea government needs to provide a comprehensive policy to minimize the negative effect of the ITA and to develope the competitiveness of the domestic ITA industry, not to mention the overhaul of tariff policy in this area.

      • 정보시스템 개발 기성관리에 대한 연구

        申東翊 홍익대학교 산업기술연구소 2000 産業技術 Vol.10 No.-

        본 논문은 최근 급격히 증가되고 있는 정보시스템 개발 사업에서 위험을 조기에 탐지하여 이를 적절히 대처함으로써 프로젝트의 위험을 줄이는 관리통제 방법으로 기성관리시스템을 제안하고 있다. 기성관리시스템은 이미 선진국에서 널리 보급되어 사용되고 있으나 우리나라의 경우 인식이 매우 부족하고 실무적으로는 사용이 전무하다 할 수 있다. 본 논문은 최근 연구되고 실무적으로 사용되고 있는 기성관리시스템의 개념과 체계를 소개하고, 기성관리시스템을 적용할 때 어려운 문제 중 하나인 기술성과 측정 방법을 제시하고 있다. 기성관리시스템은 비용, 일정, 기술성과를 통합적으로 관리하는 통제시스템이나 이 중에서 기술성과의 측정이 가장 어려운 부분이었으며 이로 인하여 기성관리에 어려움이 있어왔다. 본 논문은 좀더 현실적으로 적용 가능한 기술성과 측정방법을 구체적으로 제시함으로써 향후 우리나라에 기성관리시스템 도입을 촉진하는데 도움이 되고자 한다.

      • 고정식과 부유식 방파제의 특성 분석 및 적합성 연구

        曺圭楠 弘益大學校 産業技術硏究所 2004 産業技術 Vol.14 No.-

        For the optimum design of the wave control structures, design factors such as stability, economy, scenery, eco-control are to be considered and a priority should be given among these factors. At the beginning stability and economy were put as the first valuable factors, however as environmental problems are issued, scenery and eco-control factors are considered important. Design process and needed studies for the breakwaters are carried out in this paper based on the several related factors. Through the study it is recommended that the proper type of the fixed type breakwater is thought to be better one than the floating one, especially for the large offshore structure protection.

      • PDA 환경에서의 3D 게임엔진에 관한 연구

        李鳳來,李銀姬 弘益大學校 産業技術硏究所 2004 産業技術 Vol.14 No.-

        The development of mobile contents is transferred from 2D to 3D. 3D mobile engines allow 3D games to appear and run on mobile devices, and a variety of contents such as 3D chatting and avatar services has been made available on them. Due to the advance in the performance of mobile devices, they can now run high quality 3D mobile contents that could be run on only PCs or workstations a few years ago. We are interested in 3D mobile game engines, especially for PDAs. In this paper, we survey and present the core technology of 3D mobile game engines, and 3D game engines which are currently available for PDA devices.

      • 새로운 바퀴 구동 계단 주행 기구 개발

        韓仁煥 홍익대학교 산업기술연구소 2006 産業技術 Vol.16 No.-

        A hand carrier bag can move very well on thelevel ground, but cannot ascend or descend stairs so easily. This study presents a novel supplementary device for stair-moving of the carrier bag throughout analyzing existing patent technologies and preliminary tests. The developed device is composed of the slider and the magnetic spring module, and gives the sliding motion to the bag contacting the edge of the stair. The motion of the carrier bag fitted with the stair moving device has been analyzed through ADAMS simulation and experimental tests. The motion analysis results of the developed stair-moving bag were compared with the existing bag. Thus, it has been verified that the developed carrier bag can ascend and descend stairs much more easily and better than the existing bag.

      • 모바일 플랫폼의 표준화에 관한 연구

        曺成鉉 弘益大學校 産業技術硏究所 2004 産業技術 Vol.14 No.-

        Due to the hardware limitation of mobile platforms, 3D games could not have been running on mobile platforms until recently. However, the advance in the hardware technology of mobile platforms makes it possible to run 3D games on them. Mobile devices have been equipped with different hardwares and software environment. Without the standardization of mobile platforms, however, game developers, device manufacturers, and game users all have difficulties in developing games, making devices, and enjoying games respectively. Therefore, standardization forums have been formed to make mobile platform standards. In this paper, we first present the current situation of platforms and 3D game engines for mobile devices. Then we present mobile platform standards and 3D API technologies, and especially we focus on WIPI, which have been developed in and proposed by Korea.

      • 한국의 조선산업 비교연구

        宋武錫 홍익대학교 산업기술연구소 1999 産業技術 Vol.9 No.-

        Jonsson's study is briefly reviewed. Korean shipbuilding has followed the similar procedure which many early large scale shipbuilding countries had been through, but it has its own special characteristics associated with her historical legacy. Korea has become the world's first shipbuilder in terms of received order and this strikingly dramatic development is contributed to several important aspects. Japanese occupation between 1910-1945 provided Korean, to some extent, with basic shipbuilding skills and educated engineers, some of them played a crucial parts in educating naval architects later on. The high regard for education is an important asset for Korea and the abundance of such high educated naval architects made the quick absorption of the advanced foreign technologies possible. The government shipbuilding promotion policies also played key roles in enhancing shipbuilding in Korea. The amount of domestic delivery of ship has been rather underestimated but, as seen in the case of Sweden, the balance between export and domestic demand is very important.

      • 레슬링 경기의 시간대별 기술점에 관한 분석

        吳文均 弘益大學校 産業技術硏究所 2004 産業技術 Vol.14 No.-

        This study was made to investigate technical point by each times in wrestling competition. The method of this study was to analysis the point of the Judge paper during the competition. The results of this study were as follows. It was appeared that Greco-Roman style was many large technical points than those of Free-style. I think that it was many the large technique of 3 point or 5 point because Greco-Roman style is connecting to ground technique after try to technique from stand position.

      • 음성인식 기술을 이용한 Interactive Animation에 관한 연구

        張虎聲,洪振遠,趙炳勳,李姃恩 홍익대학교 산업기술연구소 2000 産業技術 Vol.10 No.-

        This paper describes the implementation of interactive animation using speech recognition techniques which is adopted neural networks with error back propagation algorithm. In this study, we designed speech preprocessing system based on speech production model and conventional digital signal processing techniques. In addition, a number of experiments have been conducted to assess the performance of speech recognition systems related on multimedia animation control problems. The problems chosen were recognition of the spoken omomatopoeic word of animals. For the evaluation of practical tasks, the Sensory speech recognition processor chip RSC-364 was adopted, which equipped with continuous listening(CL) mode and training mode. In the experiments, we gained average 94.6% of recognition accuracy and 2.8% of error rate for 5 omomatopoeic words,with 1000 samples. This shows speech commands can controlled multimedia animation operations and have a great ability to application for toy and entertainment environment.

      • ITS 시스템의 DSRC 기술 표준에 관한 연구

        張虎聲,金榮盛 홍익대학교 산업기술연구소 2000 産業技術 Vol.10 No.-

        This paper describes the Requirements Specification of DSRC(Decidated Short Range Communication) for ITS (Intelligence Transportation System) in matching industry solutions to government wishes. Research are focuses on the ITS application for DSRC and discusses the current status of the air interface standards being prepared by North American version 7, European CEN TC278 WG7 and Japanese draft standard ISO TC 204 WG15 which will be proposed. Proposed physical specifications would be to do high speed packet data communica- tion such as Electronic Toll Collection(ETC), Traffic Information, Route Guidance, Fleet Management which will be provided by single On-Board Equipment (OBE).

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